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Kara Dadswell; Stjepan Sambol; Zali Yager; Nina Van Dyke; Michaela Pascoe; Clare Dallat; Claire Brown; Alexandra G. Parker – Journal of Adventure Education and Outdoor Learning, 2024
Design thinking is often proposed as an educative strategy to enhance growth mindset, problem solving, and creativity, but there are very few evaluations of the impact of experiential design thinking programs. The primary aim of this study was to investigate whether an online design-thinking workshop provided to outdoor education staff could…
Descriptors: Outdoor Education, Program Evaluation, Teacher Workshops, Faculty Development
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Kanyarat Sriwisathiyakun – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to introduce an innovative approach to improving learning outcomes for hearing-impaired learners (HL) within inclusive education settings. By integrating design thinking principles into Massive Open Online Courses (MOOCs) specifically designed for HL, this research seeks to address their unique educational needs. The…
Descriptors: MOOCs, Hearing Impairments, Design, Thinking Skills
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Baichang Zhong; Xiaofan Liu; Shuiyan Huang – Technology, Pedagogy and Education, 2025
While pair learning (PL) is considered a potential method in STEM education including robotics education (RE), the question of how to pair students for superior learning effects remains. Current grouping strategies for PL in RE are constrained by fixed grouping (FG) and short of attention to dynamic grouping (DG). Therefore, this study aims to…
Descriptors: Robotics, Cooperative Learning, Comparative Analysis, Computer Science Education
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Mariia I. Dovha; Pavlo D. Antonenko; Yevhenii B. Shapovalov; Daniil S. Lytovchenko; Maksym S. Halchenko – International Journal of Technology and Design Education, 2024
In this study, we designed and evaluated the effectiveness of a new course aimed at developing creativity as the cornerstone of technology and design education. This 14-hour synchronous online course was offered to secondary school students in the online format by the Open Educational Laboratory by the National Center of the Junior Academy of…
Descriptors: Curriculum Development, Curriculum Evaluation, Pilot Projects, Instructional Effectiveness
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Rigg, Elizabeth; van der Wal-Maris, Stella – Discourse and Communication for Sustainable Education, 2020
The importance of sustainable education is increasingly being seen over the last decade. One way is by offering social entrepreneurship education (SEE): education that addresses engagement (empathy, compassion and care) and entrepreneurship. In a Dutch institute for primary teacher education, a pilot study was undertaken on SEE. Student teachers…
Descriptors: Student Teachers, Entrepreneurship, Foreign Countries, Elementary School Teachers
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Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
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Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
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Rahmawati, Anis – Journal of Turkish Science Education, 2018
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process, the current study included such stages as defination, design, expert validation, pilot-test, and dissemination.…
Descriptors: Computer Games, Educational Games, High School Students, Vocational Education
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Foley, David; Charron, François; Plante, Jean-Sébastien – Advances in Engineering Education, 2018
Recent technologies are offering the power to share and grow knowledge and ideas in unprecedented ways. The CogEx software platform was developed to take advantage of the digital world with innovative ideas to support designers work in both industrial and academic contexts. This paper presents a qualitative study on the usage of CogEx during…
Descriptors: Computer Software, Curriculum, Qualitative Research, Undergraduate Students
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Androutsos, Athanassios; Brinia, Vasiliki – Education Sciences, 2019
In Secondary Education, students need innovative skills and competences that the current education system does not sufficiently offer. Also, educators need pedagogical support to develop teaching to respond to 21st century skills requirements. In order to achieve these goals, an experimental culture of learning needs to be implemented in practice.…
Descriptors: Secondary Education, 21st Century Skills, Experimental Teaching, Innovation
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van der Laan, Luke; Ormsby, Gail; Fergusson, Lee; Pau, Maria – Journal of University Teaching and Learning Practice, 2021
This article presents a work-based learning and research approach to professional postgraduate education specifically in the case of Higher Degree by Research (HDR) programs. It highlights a prototype of the Cohort-based Advisory Team (CAT) model as a useful strategy. The authors propose that a design thinking approach that empathises with the…
Descriptors: Professional Education, Graduate Students, Advisory Committees, Design
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Jaatinen, Juha; Lindfors, Eila – Design and Technology Education, 2019
Finland has its own version of a "makerspace": craft class. Originally, there was one craft class for boys and one for girls. Later, there were classes for different materials, especially for wood and textiles, which are deep-rooted concepts in the Finnish crafts mindset. To reclaim craft class for pupils, or "makers", we must…
Descriptors: Foreign Countries, Design, Compulsory Education, Educational Innovation
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Lindley, Julian; Adams, Richard; Wynn, Les – Design and Technology Education, 2018
Product Design in the modern world is a complex multifaceted discipline comprising of many skills and applications. It also operates in broader cross-disciplinary contexts within direct teams, while also contributing to the strategic business processes of commercial enterprises, government/councils and not for profit organizations. It is no longer…
Descriptors: Design, Manufacturing, Theory Practice Relationship, Program Administration
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Lahn, Leif Christian; Erikson, Truls – Education & Training, 2016
Purpose: The purpose of this paper is to outline a theoretical platform for a design-based approach to entrepreneurship education grounded in the ideas of the Russian psychologist and linguist Lev S. Vygotsky by reconceptualising the development of entrepreneurial expertise as artefact-mediated activity. This model is elaborated into some core…
Descriptors: Entrepreneurship, Design, Expertise, Masters Programs
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Knight, Simon; Buckingham Shum, Simon; Ryan, Philippa; Sándor, Ágnes; Wang, Xiaolong – International Journal of Artificial Intelligence in Education, 2018
Research into the teaching and assessment of student writing shows that many students find academic writing a challenge to learn, with legal writing no exception. Improving the availability and quality of timely formative feedback is an important aim. However, the time-consuming nature of assessing writing makes it impractical for instructors to…
Descriptors: Writing Evaluation, Natural Language Processing, Legal Education (Professions), Undergraduate Students
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